#version 450

layout(location = 0) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

layout(binding = 0, std140) uniform Params
{
    float transparency;
    float padding[3];
} params;
layout(binding = 1) uniform sampler2D texSampler;

void main()
{
    outColor = texture(texSampler, fragTexCoord);
    outColor.w *= params.transparency;
}